Beginning Game Development with Amazon Lumberyard

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Author :
Publisher : Apress
ISBN 13 : 1484250737
Total Pages : 239 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Beginning Game Development with Amazon Lumberyard by : Jaken Chandler Herman

Download or read book Beginning Game Development with Amazon Lumberyard written by Jaken Chandler Herman and published by Apress. This book was released on 2019-09-25 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create stunning 3D games in a short amount of time using Amazon Lumberyard, a free and exciting game development platform. This book is a ground-up, out-of-the-box tutorial on 3D game development and programming with Lua and Amazon Lumberyard with little or no game development experience required. Beginning Game Development with Amazon Lumberyard walks you through the user interface of the Amazon Lumberyard engine; teaches you how to develop detailed terrain using heightmaps, megatextures, weather, and vegetation; and takes you through exporting the game for distribution. The book will show you how to create a player as well as enemies while not getting bogged down with third-party tools for animation or model creation. You will also work with simple physics, colliders, meshes, weather generation, Lua scripting, user interface development, and much more. By the end of the book, you will be able to create many different types of video games using the Amazon Lumberyard engine and even have a completed project ready to release or put in your portfolio. What You Will Learn Discover the mechanics and terminology of game developmentFamiliarize yourself with the Amazon Lumberyard game engine in detailModify game scripts using the Lua languageDiscover how to optimally structure game layers Who This Book is For Developers, programmers, and would-be game designers who have long wanted to dip their toes into the world of game development but have found other game engines and platforms to have too high a barrier to entry.

Beginning Game Development with Amazon Lumberyard

Download Beginning Game Development with Amazon Lumberyard PDF Online Free

Author :
Publisher : Apress
ISBN 13 : 1484250737
Total Pages : 239 pages
Book Rating : 4.4/5 (842 download)

DOWNLOAD NOW!


Book Synopsis Beginning Game Development with Amazon Lumberyard by : Jaken Chandler Herman

Download or read book Beginning Game Development with Amazon Lumberyard written by Jaken Chandler Herman and published by Apress. This book was released on 2019-09-25 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create stunning 3D games in a short amount of time using Amazon Lumberyard, a free and exciting game development platform. This book is a ground-up, out-of-the-box tutorial on 3D game development and programming with Lua and Amazon Lumberyard with little or no game development experience required. Beginning Game Development with Amazon Lumberyard walks you through the user interface of the Amazon Lumberyard engine; teaches you how to develop detailed terrain using heightmaps, megatextures, weather, and vegetation; and takes you through exporting the game for distribution. The book will show you how to create a player as well as enemies while not getting bogged down with third-party tools for animation or model creation. You will also work with simple physics, colliders, meshes, weather generation, Lua scripting, user interface development, and much more. By the end of the book, you will be able to create many different types of video games using the Amazon Lumberyard engine and even have a completed project ready to release or put in your portfolio. What You Will Learn Discover the mechanics and terminology of game developmentFamiliarize yourself with the Amazon Lumberyard game engine in detailModify game scripts using the Lua languageDiscover how to optimally structure game layers Who This Book is For Developers, programmers, and would-be game designers who have long wanted to dip their toes into the world of game development but have found other game engines and platforms to have too high a barrier to entry.

Learning AWS Lumberyard Game Development

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1786468859
Total Pages : 260 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Learning AWS Lumberyard Game Development by : Dr. Edward Lavieri

Download or read book Learning AWS Lumberyard Game Development written by Dr. Edward Lavieri and published by Packt Publishing Ltd. This book was released on 2016-10-28 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create stunning 3D multiplayer games with integrated cloud-based features About This Book Build a multiplayer 3D game from scratch using the features of Amazon's Lumberyard Explore the world of Lumberyard along with Twitch and various key Amazon Web Services to build a game This step-by-step practical guide will teach you how to build cross-platform games using Lumberyard Who This Book Is For The book caters for those who have an interest or desire to create their own games, either as a hobbyist or to enhance their skills as a professional games developer. The book requires previous knowledge of software development. Experience with C++ will also be beneficial. What You Will Learn Explore Lumberyard's graphical user interface Create stunning game worlds Use Geppetto editor to create 3D characters Create and animate game characters using Lumberyard's toolset Create impressive gameplay to add multiplayer functionality to your game Debug and play your 3D game Add multiplayer functionality to your game using Amazon GameLift Integrate with Amazon cloud services to support cloud computing and storage Engage your users during gameplay with Twitch In Detail Amazon's Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and more efficient. This book will show you how to use Lumberyard to create a multiplayer 3D game with cloud computing, storage, and Twitch integration for user engagement. We will start with an introduction to Lumberyard and provide an overview of its capabilities and integration options. Once the game engine is installed, we'll guide you through the creation of an immersive game world with characters. You'll add animations and audio to bring the game to life. We'll explore external interactions to support live multiplayer game play, data storage, user engagement, and the back end. By the end of the book, you will be efficient in building cross-platform games using Lumberyard. Style and approach This step-by-step tutorial is filled with practical examples that will introduce you to the game engine's interface, as well as setting up your development environment.

Getting Started with Unity 2018

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1788832914
Total Pages : 330 pages
Book Rating : 4.7/5 (888 download)

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Book Synopsis Getting Started with Unity 2018 by : Dr. Edward Lavieri

Download or read book Getting Started with Unity 2018 written by Dr. Edward Lavieri and published by Packt Publishing Ltd. This book was released on 2018-03-22 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools.. This book will guide you through the entire process of creating a 3D VR game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development.

Software Engineering Perspectives in Computer Game Development

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Author :
Publisher : CRC Press
ISBN 13 : 1351382349
Total Pages : 302 pages
Book Rating : 4.3/5 (513 download)

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Book Synopsis Software Engineering Perspectives in Computer Game Development by : Kendra M. L. Cooper

Download or read book Software Engineering Perspectives in Computer Game Development written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2021-07-05 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives

Encyclopedia of Computer Graphics and Games

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Author :
Publisher : Springer Nature
ISBN 13 : 3031231619
Total Pages : 2150 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Virtual & Augmented Reality For Dummies

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1119481422
Total Pages : 356 pages
Book Rating : 4.1/5 (194 download)

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Book Synopsis Virtual & Augmented Reality For Dummies by : Paul Mealy

Download or read book Virtual & Augmented Reality For Dummies written by Paul Mealy and published by John Wiley & Sons. This book was released on 2018-06-08 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

AI for Games, Third Edition

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Author :
Publisher : CRC Press
ISBN 13 : 1351053280
Total Pages : 997 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis AI for Games, Third Edition by : Ian Millington

Download or read book AI for Games, Third Edition written by Ian Millington and published by CRC Press. This book was released on 2019-03-18 with total page 997 pages. Available in PDF, EPUB and Kindle. Book excerpt: AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

AI for Games

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Author :
Publisher : CRC Press
ISBN 13 : 1000475514
Total Pages : 85 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis AI for Games by : Ian Millington

Download or read book AI for Games written by Ian Millington and published by CRC Press. This book was released on 2021-11-15 with total page 85 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).

Cloud Analytics with Google Cloud Platform

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1788838599
Total Pages : 273 pages
Book Rating : 4.7/5 (888 download)

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Book Synopsis Cloud Analytics with Google Cloud Platform by : Sanket Thodge

Download or read book Cloud Analytics with Google Cloud Platform written by Sanket Thodge and published by Packt Publishing Ltd. This book was released on 2018-04-10 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Combine the power of analytics and cloud computing for faster and efficient insights Key Features Master the concept of analytics on the cloud: and how organizations are using it Learn the design considerations and while applying a cloud analytics solution Design an end-to-end analytics pipeline on the cloud Book Description With the ongoing data explosion, more and more organizations all over the world are slowly migrating their infrastructure to the cloud. These cloud platforms also provide their distinct analytics services to help you get faster insights from your data. This book will give you an introduction to the concept of analytics on the cloud, and the different cloud services popularly used for processing and analyzing data. If you’re planning to adopt the cloud analytics model for your business, this book will help you understand the design and business considerations to be kept in mind, and choose the best tools and alternatives for analytics, based on your requirements. The chapters in this book will take you through the 70+ services available in Google Cloud Platform and their implementation for practical purposes. From ingestion to processing your data, this book contains best practices on building an end-to-end analytics pipeline on the cloud by leveraging popular concepts such as machine learning and deep learning. By the end of this book, you will have a better understanding of cloud analytics as a concept as well as a practical know-how of its implementation What you will learn Explore the basics of cloud analytics and the major cloud solutions Learn how organizations are using cloud analytics to improve the ROI Explore the design considerations while adopting cloud services Work with the ingestion and storage tools of GCP such as Cloud Pub/Sub Process your data with tools such as Cloud Dataproc, BigQuery, etc Over 70 GCP tools to build an analytics engine for cloud analytics Implement machine learning and other AI techniques on GCP Who this book is for This book is targeted at CIOs, CTOs, and even analytics professionals looking for various alternatives to implement their analytics pipeline on the cloud. Data professionals looking to get started with cloud-based analytics will also find this book useful. Some basic exposure to cloud platforms such as GCP will be helpful, but not mandatory.

Protecting Information Assets and IT Infrastructure in the Cloud

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Author :
Publisher : CRC Press
ISBN 13 : 0429523726
Total Pages : 319 pages
Book Rating : 4.4/5 (295 download)

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Book Synopsis Protecting Information Assets and IT Infrastructure in the Cloud by : Ravi Das

Download or read book Protecting Information Assets and IT Infrastructure in the Cloud written by Ravi Das and published by CRC Press. This book was released on 2019-04-30 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today, many businesses and corporations are moving their on premises IT Infrastructure to the Cloud. There are numerous advantages to do doing so, including on-demand service, scalability, and fixed pricing. As a result, the Cloud has become a popular target of cyber-based attacks. Although an ISP is often charged with keeping virtual infrastructure secure, it is not safe to assume this. Back-up measures must be taken. This book explains how to guard against cyber-attacks by adding another layer of protection to the most valuable data in the Cloud: customer information and trade secrets.

The Business of Indie Games

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Author :
Publisher : CRC Press
ISBN 13 : 1000583287
Total Pages : 287 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis The Business of Indie Games by : Alex Josef

Download or read book The Business of Indie Games written by Alex Josef and published by CRC Press. This book was released on 2022-05-03 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth, this book is a must read." – Paul Baldwin, Curve Digital "The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read." – Graham Smith, Co-Founder of DrinkBox Studios "This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry." – Scott Drader, Co-Founder of Metalhead Software "There’s nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and launch a game. This book dives into topics that every indie developer should know." – Yukon Wainczak, Founder of Snoozy Kazoo "I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games, including those of us looking to engage the community." – Carla Warner, Director of STREAM for No Kid Hungry The Business of Indie Games explores what many universities forget to cover: how to sell and market your own indie game to potential publishers and developers. While many classes help students on their way to designing and programming their own games, there are few classes that equip students with the skills to sell their own product. In essence, this means future indie game developers are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo. Authors Alex Josef, Alex Van Lepp, and Marshal D. Carper are looking to rectify this problem by helping indie game developers and companies level up their business acumen. With detailed chapters and sections that deal with different engines, negotiation tactics, and marketing, The Business of Indie Games is the perfect omnibus for up-and-coming indie game developers. The future of gaming curriculums is not just in teaching students how to create games but also in preparing them for the business of games.

Careers in Focus: Computer and Video Game Design, Third Edition

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Author :
Publisher : Infobase Holdings, Inc
ISBN 13 : 1646933966
Total Pages : 384 pages
Book Rating : 4.6/5 (469 download)

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Book Synopsis Careers in Focus: Computer and Video Game Design, Third Edition by : James Chambers

Download or read book Careers in Focus: Computer and Video Game Design, Third Edition written by James Chambers and published by Infobase Holdings, Inc. This book was released on 2022-06-01 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ferguson's Careers in Focus books are a valuable career exploration tool for libraries and career centers. Written in an easy-to-understand yet informative style, this series surveys a wide array of commonly held jobs and is arranged into volumes organized by specific industries and interests. Each of these informative books is loaded with up-to-date career information presented in a featured industry article and a selection of detailed professions articles. The information here has been researched, vetted, and analyzed by Ferguson's editors, drawing from government and industry sources, professional groups, news reports, career and job-search resources, and a variety of other sources. For readers making career choices, these books offer a wealth of helpful information and resources.

Games and Gamification in Market Research

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Author :
Publisher : Kogan Page Publishers
ISBN 13 : 0749483369
Total Pages : 361 pages
Book Rating : 4.7/5 (494 download)

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Book Synopsis Games and Gamification in Market Research by : Betty Adamou

Download or read book Games and Gamification in Market Research written by Betty Adamou and published by Kogan Page Publishers. This book was released on 2018-11-03 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.

Doing Things with Games

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Author :
Publisher : CRC Press
ISBN 13 : 0429771312
Total Pages : 269 pages
Book Rating : 4.4/5 (297 download)

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Book Synopsis Doing Things with Games by : Lindsay Grace

Download or read book Doing Things with Games written by Lindsay Grace and published by CRC Press. This book was released on 2019-07-01 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims

Revolutionizing Metaverse

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Author :
Publisher : BPB Publications
ISBN 13 : 9355512945
Total Pages : 373 pages
Book Rating : 4.3/5 (555 download)

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Book Synopsis Revolutionizing Metaverse by : Amit Johri

Download or read book Revolutionizing Metaverse written by Amit Johri and published by BPB Publications. This book was released on 2023-04-25 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand how DAOs, NFTs, and Web 3.0 are contributing to the development and growth of Metaverse commerce KEY FEATURES ● Get familiar with the concepts of the Metaverse and blockchain technology. ● Explore the potential benefits and challenges of using blockchain in Metaverse. ● Understand how Metaverse has the potential to revolutionize e-commerce. DESCRIPTION Blockchain technology is a key enabler of the Metaverse, providing the infrastructure needed for a decentralized, secure, and transparent virtual world. If you want to use the underlying infrastructure of Blockchain to power the growth and development of the metaverse ecosystem, then this book is for you. The book starts by providing an introduction to the Metaverse, its ecosystem, and the technologies associated with it. It then delves into blockchain architecture and explores the different blockchain protocols and platforms that can be used to fuel the growth of the Metaverse. You will also discover various aspects of Non-Fungible Tokens (NFTs), including how they work, the types of NFTs, popular NFTs, and the differences between fungible and non-fungible tokens. Moving on, you will get familiar with the architecture of Decentralized Autonomous Organizations (DAOs) and explore the Compound protocol that sets the precedent for all DAOs. Besides learning more about the evolution of the Web from Web 1.0 to Web 3.0, the book will help you examine the transition from Web 2.0 applications to Web 3.0 decentralized applications (dApps). Lastly, you will deep dive into dApps, their characteristics and the technologies essential for developing these decentralized applications. Upon completion of this book, you will have gained the knowledge necessary to pursue projects in the Metaverse blockchain domain. WHAT YOU WILL LEARN ● Explore different blockchain platforms and protocols for the metaverse. ● Understand how NFTs are used in the metaverse. ● Discover some of the most popular tools for creating DAOs. ● Understand what is DAO (Decentralized Autonomous Organization) in blockchain. ● Get familiar with the characteristics and key attributes of dApps. WHO THIS BOOK IS FOR Professionals interested in exploring different job opportunities within the Metaverse and Blockchain domain will find this book resourceful. This book is meant for next generation Students and Freshers who are already exposed to blockchain. TABLE OF CONTENTS Section - I: Foundations of Metaverse 1. Introduction to Metaverse 2. Enabling Metaverse Section - II: Enabling Commerce in Metaverse with Trust Using Blockchain 3. Blockchain in Metaverse 4. Non-Fungible Tokens (NFTs) 5. Decentralized Autonomous Organization 6. Cryptocurrency and Wallet Section - III: Development of Metaverse with Web 3.0 7. Web 3.0 Business Opportunities, Ideas, and Expectations 8. Decentralized Applications (dApps)

The Handbook on Socially Interactive Agents

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Author :
Publisher : Morgan & Claypool
ISBN 13 : 1450398979
Total Pages : 712 pages
Book Rating : 4.4/5 (53 download)

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Book Synopsis The Handbook on Socially Interactive Agents by : Birgit Lugrin

Download or read book The Handbook on Socially Interactive Agents written by Birgit Lugrin and published by Morgan & Claypool. This book was released on 2022-10-19 with total page 712 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Handbook on Socially Interactive Agents provides a comprehensive overview of the research fields of Embodied Conversational Agents;Intelligent Virtual Agents;and Social Robotics. Socially Interactive Agents (SIAs);whether virtually or physically embodied;are autonomous agents that are able to perceive an environment including people or other agents;reason;decide how to interact;and express attitudes such as emotions;engagement;or empathy. They are capable of interacting with people and one another in a socially intelligent manner using multimodal communicative behaviors;with the goal to support humans in various domains. Written by international experts in their respective fields;the book summarizes research in the many important research communities pertinent for SIAs;while discussing current challenges and future directions. The handbook provides easy access to modeling and studying SIAs for researchers and students;and aims at further bridging the gap between the research communities involved. In two volumes;the book clearly structures the vast body of research. The first volume starts by introducing what is involved in SIAs research;in particular research methodologies and ethical implications of developing SIAs. It further examines research on appearance and behavior;focusing on multimodality. Finally;social cognition for SIAs is investigated using different theoretical models and phenomena such as theory of mind or pro-sociality. The second volume starts with perspectives on interaction;examined from different angles such as interaction in social space;group interaction;or long-term interaction. It also includes an extensive overview summarizing research and systems of human–agent platforms and of some of the major application areas of SIAs such as education;aging support;autism;and games.